A return to what I love.

Game Design, Story, Game Play.
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madness
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A return to what I love.

Post by madness »

Since my withdrawal from the RF community a short while back I've been in and out of wanting to work on a game and not having the time for the longest time but finally the craving has overcome my good sense.
I am currently in my 3rd year of college and heading up a fairly serious group game project. I've all ready started it in good old reality factory despite its various limitations. I really want to do this thing right this time. From start to finish.

Its my intention to basically remake and simplify one of my favorite games, S.T.A.L.K.E.R.
I have a fairly large amount of work to do but before I get to far into this thing I want to make sure RF and I still understand each other. I'm setting up level tests which strain both the limits of level size and complexity. I intend on combining the latest source of reality factory's public release with the last physics release. If it is at all possible to enhance the engines capabilities within reason, that would be the time to do so.

My current resource library;
All types of unprocessed resources are plentiful thanks to an old and generous friend (fpsRF)
Scripting is all ready at 60% completion
Level design and development are at 10%
Modeling work is about 30%
Textures 20%
ect...

My current stage is the development of a fairly complex outdoor level for all testing to take place in. An environment which will realistically simulate the strain of the average level area.

Wish me luck and feel free to throw some help out if you like,
Madness
Somewhere in Nevada...
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zany_001
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Re: A return to what I love.

Post by zany_001 »

Darn, you should have waited till RF2. Ah well, sounds like you have your act together, this should be good. Some screenies would be nice :D
Once I was sad, and I stopped being sad and was awesome instead.
True story.
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madness
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Re: A return to what I love.

Post by madness »

How far along is RF2 ?
And while I'm asking... how easily can rf1 resources I'm working on now be moved to rf2 compatibility?
Somewhere in Nevada...
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bernie
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Re: A return to what I love.

Post by bernie »

RF1 Actors can be easily converted to ogre mesh/sleleton format using Equity.
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zany_001
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Re: A return to what I love.

Post by zany_001 »

RF2 is going to have a functional release in may; however, it won't be near as noob-friendly on the first release as RF1.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
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paradoxnj
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Re: A return to what I love.

Post by paradoxnj »

Yes...the first release is not going to focus on ease of use. It will focus on functionality.
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Destron
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Re: A return to what I love.

Post by Destron »

Do you need sound effects / music? I'd love to help (free of charge), S.T.A.L.K.E.R. is one of my favorite games as well.
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madness
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Re: A return to what I love.

Post by madness »

@ bernie
What about scripts? :S I'm guessing I'm going out on a limb even asking.

@ Destron
I'd love to share resources :3
I'm just not at the sound stage quite yet. I'll let you know when I'm there.
Thanks :)
Somewhere in Nevada...
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zany_001
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Re: A return to what I love.

Post by zany_001 »

Scripts won't be transferable from RF1 to RF2.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
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paradoxnj
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Re: A return to what I love.

Post by paradoxnj »

RF2 uses a different language (Squirrel) and will have more control through scripting thus making any Simkin scripts non-transferrable. There is a path to convert levels and actors though. I will see if I can convert INI files, but no promises.
Many Bothans died to bring you this signature....
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